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General Discussion - Page 4658

Forum Index > Dota 2 General
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IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
January 07 2014 19:24 GMT
#93141
It would be pretty awkward if Dendi streaming pubs got more viewers than D2L live finals from Vegas.
super gg
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
Last Edited: 2014-01-07 19:42:42
January 07 2014 19:37 GMT
#93142
On January 08 2014 03:41 govie wrote:
Thats sounds unlogical to me. When enemy has much armour u dont use anti-armour but magic. And when he has less armour we try to reduce his armour without magicdamage? Wierd aint it!

Dont underestimate atos atm, certainly against racecars like that maiden with the ghosts. The slow is really long duration, long initiation (no other item has this, at night u can slow people before they even see you). Its a relatively cheap item which could have big impact. Supports could benefit greatly from it Although i would pair it up with a nightstalkerstrat, because the range on atos is its biggest asset and combines well with the nightstalkerultimate. Yes, i am one of the few that actually uses atos on certain supports (low+midrange mmr).


Armor reduction diminishes in effectiveness as an enemy gets more armor. (I forget the Yango-approved terms for this, but the graph slopes up rather than being a steady line). That means that Deso is better against heroes that don't get a lot of armor because it will do more against them. An enemy with high armor however will take more damage from magic though so it's better to get the magic damage from the lightning proc against heroes like that.

As far as stacking orbs goes, remember chain lightning only acts as an override to other orbs when you have it, so you can still have that and lifesteal, you just won't lifesteal on the procs (which isn't that big of an issue because of the bug where it won't let you have more than one lightning bouncing around).

I do wish they'd fix that bug btw as it really does cripple the usefulness of the item.

EDIT: BTW if orbs stacked, brood would literally be the worst hero to play against. Diffusal first every game on her if I could.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Slomo
Profile Joined November 2010
Germany7198 Posts
January 07 2014 20:04 GMT
#93143
I so finally played enough games to get a ranking. Its so low I must be in elo hell (hohoho)
Honestly, the game ranked me even higher than I would rank myself probably, even though I dont know what the average ranking should be.

My Timer post didnt get answered properly aswell.
RIP DOUBLE TI OG | #18 never forget
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
January 07 2014 20:05 GMT
#93144
brood is literally the worst hero to play against
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 20:07 GMT
#93145
Timber keeps the existing charges. I assume he gets the new ones as well since hex doesn't disable passives, it only disables specific things (evasion for example).

"average" mmr is 2250. Most frequent posters on the TL dota forums range from 3-5.5K mmr.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-01-07 20:12:25
January 07 2014 20:10 GMT
#93146
On January 08 2014 04:37 LeLoup wrote:
I do wish they'd fix that bug btw as it really does cripple the usefulness of the item.

I think it's a mixed bag, really.

A lot of the heroes that might want the item in DotA 2 were it not for that bug weren't buying the item anyway in DotA 1 because it was an orb on EVERY attack, not just procs, meaning that it would lock them out of being able to get stronger lategame orbs like Lifesteal.
Moderator
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
January 07 2014 20:21 GMT
#93147
On January 08 2014 05:10 TheYango wrote:
Show nested quote +
On January 08 2014 04:37 LeLoup wrote:
I do wish they'd fix that bug btw as it really does cripple the usefulness of the item.

I think it's a mixed bag, really.

A lot of the heroes that might want the item in DotA 2 were it not for that bug weren't buying the item anyway in DotA 1 because it was an orb on EVERY attack, not just procs, meaning that it would lock them out of being able to get stronger lategame orbs like Lifesteal.


That is true, but it really does cripple the effectiveness of mjolnir to the point where it's almost pointless to get the item I feel. Maybe it's an item that IF could take a look at reworking but idk.

One thought off the top of my head right now is have it do a magic damage aoe proc, but I never got into the Dota 1 engine enough to know if it could do that.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
hfglgg
Profile Joined December 2012
Germany5372 Posts
January 07 2014 21:50 GMT
#93148
On January 08 2014 04:37 LeLoup wrote:
Show nested quote +
On January 08 2014 03:41 govie wrote:
Thats sounds unlogical to me. When enemy has much armour u dont use anti-armour but magic. And when he has less armour we try to reduce his armour without magicdamage? Wierd aint it!

Dont underestimate atos atm, certainly against racecars like that maiden with the ghosts. The slow is really long duration, long initiation (no other item has this, at night u can slow people before they even see you). Its a relatively cheap item which could have big impact. Supports could benefit greatly from it Although i would pair it up with a nightstalkerstrat, because the range on atos is its biggest asset and combines well with the nightstalkerultimate. Yes, i am one of the few that actually uses atos on certain supports (low+midrange mmr).


Armor reduction diminishes in effectiveness as an enemy gets more armor. (I forget the Yango-approved terms for this, but the graph slopes up rather than being a steady line).


if i am not mistaken this is not true from a effective health point of view. if i recall correctly the armor equations has no diminishing returns in it and is perfectly linear. (might change in the negative, not sure)

for dota:
1 armor increases effective hp by 6%, 2 armor by 12, 10 armor gives 60% effective hp and 20 armor 120%. i dont know if there is a cap somewhere, but armor definately has a linear effect on health and thus, armor reduction has a linear effect too.
Kazzoo
Profile Joined October 2010
France368 Posts
January 07 2014 21:54 GMT
#93149
I just had a crazy thought.
What if when you're in a situation where it's not obvious who has to stun first, you just pinged the guy and whoever pinged first stuns first. You lose almost no time, and it's much easier thant typing.
Can we make that a thing guys ?
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
January 07 2014 21:58 GMT
#93150
On January 08 2014 06:50 hfglgg wrote:
Show nested quote +
On January 08 2014 04:37 LeLoup wrote:
On January 08 2014 03:41 govie wrote:
Thats sounds unlogical to me. When enemy has much armour u dont use anti-armour but magic. And when he has less armour we try to reduce his armour without magicdamage? Wierd aint it!

Dont underestimate atos atm, certainly against racecars like that maiden with the ghosts. The slow is really long duration, long initiation (no other item has this, at night u can slow people before they even see you). Its a relatively cheap item which could have big impact. Supports could benefit greatly from it Although i would pair it up with a nightstalkerstrat, because the range on atos is its biggest asset and combines well with the nightstalkerultimate. Yes, i am one of the few that actually uses atos on certain supports (low+midrange mmr).


Armor reduction diminishes in effectiveness as an enemy gets more armor. (I forget the Yango-approved terms for this, but the graph slopes up rather than being a steady line).


if i am not mistaken this is not true from a effective health point of view. if i recall correctly the armor equations has no diminishing returns in it and is perfectly linear. (might change in the negative, not sure)

for dota:
1 armor increases effective hp by 6%, 2 armor by 12, 10 armor gives 60% effective hp and 20 armor 120%. i dont know if there is a cap somewhere, but armor definately has a linear effect on health and thus, armor reduction has a linear effect too.


Yeah, my mistake on that. I just had the shape of the graph wrong. Still the idea is right. You want -armor when it's more effective (at low values) and magic damage when armor gets too high.

For those that are interested the graph is: + Show Spoiler +
[image loading]
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2014-01-07 22:13:26
January 07 2014 22:03 GMT
#93151
You have to think about the relative reduction. Say there are two heroes with 1k hp. One has 10 armour, so 1.6k ehp. The other has 30 armour, so 2.8k ehp.

If they are both hit by the deso orb, they end up with 1.18k ehp and 2.38k ehp, respectively.

The reduction is linear, in that they both lose 420 ehp, but when you look at it relative to their total ehp at the time they take the orb, the guy with 10 armour loses 29% of his ehp, while the guy with 30 armour only loses 15% ehp. For the guy with 30 armour, he still has so much ehp left that you would have been better off just building more damage in the first place.

I'm pretty sure anyway.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 22:04 GMT
#93152
From an EHP perspective, yes armor is 6% per point.

However, from a damage perspective, it doesn't work that way.

If I do 100 dmg and the target has 6 armor then I actually end up doing like 73.5 damage.
If I add the deso effect then the target has 0 armor and I do 100 dmg so I added like 26.5 dmg. more than 1/3 extra dmg.

If I do 100 dmg and the target has 20 armor then I actually end up doing like 45.5 damage.
If I add the deso effect then the target has 14 armor and I do 54.4 damage so I added less than 9 dmg. less than 1/5 extra dmg.

So once the target has high armor, lowering the armor is likely less useful than just raising your damage numbers.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 07 2014 22:17 GMT
#93153
On January 08 2014 05:07 Sn0_Man wrote:
Timber keeps the existing charges. I assume he gets the new ones as well since hex doesn't disable passives, it only disables specific things (evasion for example).

"average" mmr is 2250. Most frequent posters on the TL dota forums range from 3-5.5K mmr.

elite community ! Or bunch of liars huhu
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 22:20 GMT
#93154
To be fair, if the words "legacy keys" have meaning to you I'd be floored if you were below 3K mmr.

Sometimes I feel like the more you know about dota the less fun it is rofl.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 07 2014 22:29 GMT
#93155
Targe know what it means.
Prepare to be floored
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Whole
Profile Blog Joined May 2010
United States6046 Posts
January 07 2014 22:29 GMT
#93156
On January 08 2014 05:07 Sn0_Man wrote:

"average" mmr is 2250. Most frequent posters on the TL dota forums range from 3-5.5K mmr.

where did you get this info?
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 22:36 GMT
#93157
The average figure comes from valve's blog post on the matter.

the figure for TL dota posters is essentially based on just what I've observed people claim their MMRs are etc. Its pretty easy to spot the sub-3K MMR posters by the kinds of questions they ask, but very few of them have very many posts in the Dota 2 forums.

3-5.5K is a biiiiig range.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Whole
Profile Blog Joined May 2010
United States6046 Posts
January 07 2014 22:41 GMT
#93158
The MMR's that Valve posted was for normal matchmaking though, not ranked.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 22:47 GMT
#93159
... so?
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Whole
Profile Blog Joined May 2010
United States6046 Posts
January 07 2014 22:48 GMT
#93160
So you can't say that the average MMR (assuming you're talking about ranked) is 2250 when Normal MMR and Ranked MMR use a different pool of players.
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